Wednesday, August 6, 2014

Endless Night: The Butler's Quarters

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)




The Butler’s Quarters


Description: A simple, modest living room with a desk and a bed.  If a fight starts in here, the room will expand to twice its size.

Status: The door is closed.  There is a sign on it identifying it as the Butler’s Quarters and “Please Knock first.”  The door will only open if the characters knock and are invited in by Solomon, “Yes, come in.”

Inhabitants: The very proper and dignified Solomon the Butler. (If you’re not playing this guy as Carson the Butler from Downton Abbey, you’re doing him a disservice.) 

Objective: The characters need Solomon’s key to the Cellar.  They can obtain it by either killing him, or making a deal with him.  Award 2 XP for killing him.


Seated at his desk is Solomon, a large, cadaverous being wearing an immaculately clean tux.  He has a key on a ring at his waist.  “Yes, may I help you?” he asks.  From here the characters could just outright attack him and get the key. 

If they choose to parley and state that they want into the Cellar, Solomon will defer, saying that the guests aren’t allowed there, they shouldn’t even be in the Servant Area.  “However, since you are here and look rather capable, I could let you into the Cellar, for a favor.”  The Head Housekeeper, Causewell, has been stirring up the rest of the staff against the Butler.  (Via a random encounter, the characters may know that the Ghouls are unhappy with the Butler.)  If the characters could issue some “correction” to Causewell after they’ve completed their business in the Cellar that would be equitable to him.

It’s up to the players which path they choose.  There likely isn’t an optimal choice here.
 
Solomon the Butler (Flesh Golem)
HD 9 (d10), Hp 50, AC 18* (natural, Magic to hit, immune to spells)
Fort +3, Ref +2, Will +3
Melee: +1 Magic Rod of Correction +10 to hit 1d10+1 + Knocked Down
(+1 Str to use two-handed, +3 to use one-handed)

Immunity to Magic: Golems have immunity to most magic spells and supernatural effects (including Smite).  Any electrical-based attacks will actually heal the golem.

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